Physically based renderer using the Vulkan API written in C++.
A test environment for me to experiment with graphics features.
- Physically based rendering
- IBL environment map
- Adaptive exposure
- Bindless textures
- Particle system
- Multi-threaded CPU octree culling
- Shadow casting point lights
- Area lights
- Auto-partitioning Shadowmap atlas
- Multi-threaded command list recording
- MSDF font atlas
- Post processing stack
- XeGTAO ambient occlusion
- FidelityFX Single Pass Downsampler
- FidelityFX FSR2 and Nvidia DLSS
- Visual Studio 2019 (C++20)
- Vulkan SDK (v1.3+)
The dependencies are bundled with the project
WASD keys — move around
Right click and drag — look around
Interact with the UI for more details